* (bug 3076) Map cycle breaks on empty or bot only servers (misanthropia)
* (bug 3303) Removal of never compiled code from cgame drawing functions (beast <info@dbwatersports.com>) * (bug 3297) Add missing limit to Q3 UI server info (beast <info@dbwatersports.com>) * (bug 3029) Fix to shader hash table being overpopulated (identified by Stefan "#@" Langer <raute_at@gmx.de>)
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@@ -1189,7 +1189,7 @@ wait 10 seconds before going on.
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=================
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*/
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void CheckIntermissionExit( void ) {
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int ready, notReady;
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int ready, notReady, playerCount;
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int i;
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gclient_t *cl;
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int readyMask;
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@@ -1202,6 +1202,7 @@ void CheckIntermissionExit( void ) {
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ready = 0;
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notReady = 0;
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readyMask = 0;
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playerCount = 0;
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for (i=0 ; i< g_maxclients.integer ; i++) {
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cl = level.clients + i;
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if ( cl->pers.connected != CON_CONNECTED ) {
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@@ -1211,6 +1212,7 @@ void CheckIntermissionExit( void ) {
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continue;
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}
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playerCount++;
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if ( cl->readyToExit ) {
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ready++;
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if ( i < 16 ) {
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@@ -1236,16 +1238,19 @@ void CheckIntermissionExit( void ) {
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return;
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}
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// if nobody wants to go, clear timer
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if ( !ready ) {
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level.readyToExit = qfalse;
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return;
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}
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// only test ready status when there are real players present
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if ( playerCount > 0 ) {
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// if nobody wants to go, clear timer
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if ( !ready ) {
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level.readyToExit = qfalse;
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return;
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}
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// if everyone wants to go, go now
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if ( !notReady ) {
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ExitLevel();
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return;
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// if everyone wants to go, go now
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if ( !notReady ) {
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ExitLevel();
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return;
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}
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}
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// the first person to ready starts the ten second timeout
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